From Wojiech Lewandowski, "There was a bug in ShadowMap camera view matrix computation. View matrix was wrong when light was directional and shadowed scene was not centered at zero coord. I fixed that and also modified cast distance to much smaller value. With former range it was possible to generate shadows with lowest LODs. "

This commit is contained in:
Robert Osfield 2007-12-16 17:41:46 +00:00
parent f1154f99bf
commit b76b85770f

View File

@ -433,7 +433,7 @@ void ShadowMap::cull(osgUtil::CullVisitor& cv)
lightDir.normalize();
// set the position far away along the light direction
osg::Vec3 position = lightDir * bb.radius() * 20;
osg::Vec3 position = bb.center() + lightDir * bb.radius() * 2;
float centerDistance = (position-bb.center()).length();